Jayjay's Forum Posts

  • Awesome, congratulations Kyatric!

  • I left the controls inverted on purpose, thinking it would be a fun challenge. But people seem to find it too hard... I'll have to consider changing it...

    Maybe give a bonus to people who use it, but have an option to turn it off?

  • Well, the idea was always to keep the screen in the same position, it works fine that way because of the gravity of the objects. Also, once you get the hang of it it's not that difficult to control...

    Yeah, it is nice, but I made a cap a while back (here), which kinda shows what I mean for moving left and right when gravity is down/up.

  • I found out how to deal with bots:

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    <img src="smileys/smiley17.gif" border="0" align="middle">

  • > This looks great =] I think starting from scratch may benefit just so you can know exactly what you're doing, rather than trying to re-learn the code.

    >

    > Either way, I'd love to see this finished =D

    Thanks ;)

    What about the difficulty? Did you find it too hard or too easy?

    Well, it seems that the main difficulty is in the controls, it'd be nice if either the screen rotated with the player, or the controls moved the player relative to the screen rotation instead.

    Otherwise, it seems just right =D

    Edit: Just found the lighting option, that makes it look even better! Shame that my pc is too old to get full fps in that mode though =/

  • On the other hand, it's irritating as a player to switch the tab away, and come back and you've died because the game carried on while you weren't looking. IMO, it's actually a useful feature it pauses while you're not looking.

    The player can always create a new window with a single tab - that might work to keep it running.

    Yeah, dying while away is lame. I was thinking of sim games like Smurfs where it says "Building complete in 2 hours".

  • This looks great =] I think starting from scratch may benefit just so you can know exactly what you're doing, rather than trying to re-learn the code.

    Either way, I'd love to see this finished =D

  • I think a trick you can use is to store the time 5 seconds (so you don't need to know when the browser is stopped), then when the game resumes and the time saved is greater than 5 seconds, you can speed things up to how they would be if the game kept running.

    Although, this would only be good for sim and RTS games probably.

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  • Interesting that XNA and Apple iOS both have the same developer fee, but one releases for Phone/Console/PC, while the other is just mobile devices...

  • Levels will be loaded in a similar manner to how the weapons are loaded, using the string manipulator as that is the simplest way I know of. I have tried it before and it works great. So yes, a bit customizable.

    I haven't made any restart button yet.

    Another thing that will be fixed is getting the boomers to run only for a short distance, and maybe lower the max speed of the regular zombies. It's very hard to escape them.

    Perhaps adding a little green to the blood as well.

    Awesome, looking forward to where this goes =]

  • Very cool zombie shooter. I felt the zombies were a bit too smart sometimes, but I guess guns do make alot of noise.

    Anyway, I really like the gibs, but would love for an easier way to restart the level. Are custom levels also planned too? =D

  • Really? Sweet. That I did not know. I was aware GM was made in Delphi (because I've hacked the crap out of it)     <img src="smileys/smiley23.gif" border="0" align="middle" />

    Construct Classic is also programmed in C++, with Visual Studio 2005.

  • I've seen it before but it looked like the learning curve of the tool was pretty steep when I already knew how to use Construct Classic. The LUA scripting is nice, but otherwise it seems to match up with CC.

    It's definitely possible to have those features in Construct 2 though, as it was also written in C++, and will eventually have other exporters (possibly OpenGL).

  • Have a collision mask a moderate distance around the player object, if any of the other objects overlap it do a for loop of those objects only. That means that even if a level has 100 objects, it may only pick 5 of them.

    However, if none of the objects overlap that object then a full for loop is probably needed =/

  • Well, I'm kind of a person who see's conspiracys in all things.

    I do to sometimes, but after spending 3 or more years following Ashely & co, I trust them to do whats best for both them and all of the community.